I tested this release version of UnrealEngine-oculus-5.3.2-release-1.97.0-v65.1 to see that HDR and multi-view can be used simultaneously on mobile.
As expected, the lighting effects of the effects were expressed well without frame drops on Oculus 2.
However, as you can see in the video, the afterimage of the object remains in the right eye.
Lowering the Bloom intensity in the post-process solves the problem to some extent,
but the light of the effect becomes weaker.
How can I prevent afterimages without lowering the Bloom intensity?